[Bug 47380] GT Legends: Slow graphics and 100% CPU usage

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Jun 21 15:51:06 CDT 2019


https://bugs.winehq.org/show_bug.cgi?id=47380

--- Comment #13 from Tim Schumacher <timschumi at gmx.de> ---
(In reply to Henri Verbeet from comment #12)
> Mostly just what the "correct" thread is.
> 
> In case wined3d_cs_mt_finish() gets called from wined3d_cs_run(),
> wined3d_cs_mt_finish() can't just wait for the queue to become empty,
> because it wouldn't be making any progress. Fortunately, the fact that it
> gets called at all means all previous commands have already finished, so we
> can just return.

Got it. I also only just now noticed that the singlethreaded finish method is
empty, which probably would have cleared up my confusion way earlier.

> 
> It currently wait by just spinning. That's straightforward, but not always
> optimal. It may be better to sleep depending on e.g. the distance between
> the head and the tail. The larger problem is still likely that we're calling
> wined3d_cs_map() at all.

Is it "the programs fault" (which it probably shouldn't be, because wine tries
to implement things with the same behaviour as on Windows) for doing unusual
stuff, or is wine's general implementation of this flawed, so that it maps more
often than needed (which is, as far as I understood, quite an expensive
operation)?
I apparently can't see the full stack trace in the debugger (since it starts
with d3d9_vertexbuffer_Lock or d3d9_vertexbuffer_Unlock), I'll try and capture
the shortest +d3d,+d3d9 log possible and attach that instead.

-- 
Do not reply to this email, post in Bugzilla using the
above URL to reply.
You are receiving this mail because:
You are watching all bug changes.



More information about the wine-bugs mailing list